- spawn031
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- Fabled Mythic Member
@spawn031
"So much of what we do is ephemeral and quickly forgotten, even by ourselves, so it's gratifying to have something you have done linger in people's memories." John Williams
No thank you.
In all honesty it depends on the ranking system. If you're using a ranking system such as 1-50, there is no way this system is going to work. Do you realize that all the other games that use this "Dropin/out" style of matchmaking only have a progression matchmaking system? Reach is the only game that doesn't do this, where is combines the progressional system with a 1-50 style "lockin" matchmaking.
Hence why its so easy to quit and not be penalized in Reach. Even allowing this system in Halo 4 would cause problems. I'll keep in mind the "traditional" argument. Halo has always been about you always knowing the entire team before the match starts and those opponents will never change. In an enviornment where you have everlasting changing opponents, you never know how to prepare for them. This causes negative feedback for all players.
Even if players join a game when "losing" they are more inclined to quit that game as soon as they join until the find a good one. It's more of a circle of quitting. Players are constantly cycling out until they find that right game.
So what is the solution?
-Bigger population
-incentive to win
-The correct ranking system to fix the matchmaking style
1. Bigger population
Bigger popluation leads to fairer matches for everyone. The only reason so many people complain about being spawn killied and losing advantage in a game is because the system matches you with people that are around your skill level, who is searching at the exact same time, in the exact same playlist.
When a population of a playlist is 1000 people, how many of them are in current games? How many of them are searching when you're searching, how many of them are within 4-5 levels of your "trueskill rating system". Not a whole lot. This is why population of online gaming matters.
2. Incentive to win - See this thread
3. Correct matchmaking system
As I mentioned above, a progressional system doesn't work with Locked - in playlist matchmaking. Just look at Reach. Players aren't forced to stay in a game. It doesn't even matter if they win. As soon as they lose advantage and there is no hope for their team - they quit. Now, since new players aren't filtered in, it creates havoc for the rest of the team. What did the initial player lose for quitting? cr? Rank? Exp?
Nope. They lost nothing. The only thing that happens is after a few quits, they get a nice 15 minute timeout from 343 and lose nothing on their service record. That's silly. Halo is suppose to be a game about competing against your opponents to achieve the goal and win the game.
When there is a low population/online community, no incentive to win games, and a matchmaking system that contradicts the way players should play - you end up with Reach. The solution is not adding the "Join Active Session" option to matchmaking. It lies with a complete revamp of the entire matchmaking system as a whole.
Just my feedback.